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The Art of Combat

C o m b at O p t i o n s f o r
Warrior, Rogue & Mage

By Michael Wolf
~ Supplement #2 ~
Aymeric Goutain (Order #9875379)

Michael Wolf
Michael Wolf
The Forge Studios, Pawel Dobosz and Maciej Zagorski. Used
with permission.

From The Imperial Forges is 2010 Michael Wolf. Some rights reserved.
All contents of this document (aside from the artwork) have been licensed under a Creative Commons BY~NC~SA 3.0 Germany license.

For more information check out www.creativecommons.com and www.stargazergames.eu.


Warrior, Rogue & Mage is Michael Wolf

Please note: this whole book may be freely copied and shared for personal use!

Aymeric Goutain (Order #9875379)

In WR&M armor adds to the Defense of a character, making him harder to hit. This is reminiscent of classic fantasy games, speeds up play
but is not very realistic. It also can lead to the
strange situation that certain characters cant
possibly hit a well-armored opponent. The following options allows GMs to handle armor
differently. It is highly recommended to use the
precise hit option when using alternate armor.

Instead of increasing Defense the armor now


reduces the damage taken. The listed Defense
value If the armor worn is the amount of damage that the armor reduces from each attack.
Please note that shields still grant their Defense
bonus.
Example: a soldier is wearing chain armor
which has listed Defense of 5. He is hit by an
attack which causes 7 damage. Because of his
armor, he only suffers 2 points of damage.

Instead of increasing Defense armor adds additional hit points that are used before the character is damaged. The listed Defense value of
the armor times five is the number of additional
HPs granted. When the armor reaches zero hit
points it is considered destroyed and must be replaced or repaired. Hitpoints granted by armor
do of course not heal naturally.
Example: a soldier wearing chain mail armor
(25 hp) gets struck by an axe which causes 3
damage. This damage is subtracted from the armors HPs. The armor is now down to 22 hit
points.

Aymeric Goutain (Order #9875379)

In WR&M the precision of an attack does not


add to the damage caused. Especially when using one of the armor options, this can lead to
absurd situations, where armor cant be overcome by the characters or their adversaries. This
is where the p recise hit option comes in. When
using that option, the damage caused by an attack is increased by the margin of success of the
attack roll. This additional damage is capped at
the maximum damage the weapon can normally cause. The maximum damage for a weapon
with 1d6 damage is 6 for example.
Example: A soldier using a sword attacks an
opponent with a Defense of 6. His attack roll is
a 9. So the margin of success is 3. He then rolls
for damage. With a damage roll of 4 plus the 3
additional damage, he causes 7 damage to his
opponent.

handed sword with your dagger. Players can


Characters wielding any melee weapon can try add in their weapon skill bonus when trying
to parry attacks. In order to be able to parry they to parry. Its usually not possible to parry ranged
also have to be aware of the attack. Parrying al- attacks.
ways consumes the defending players combat
action. If you already acted this turn, you can
choose to forfeit your next action instead. This Dodging works similar to parrying. You have
does not apply to characters with Dual-wield. to forfeit one combat action and your check reThey can use their off-hand weapon to parry sult has to be higher than your opponents atfreely.
tack roll result. But in the case of dodging Rogue
is used and players can add +2 if they have the
To parry successfully the result on a Warrior Acrobatics skill. When trying to dodge missile
check has to be equal or higher than what attacks you have to use Mage and Awareness
the attacking player rolled. The GM may add instead. Especially in the case of dodging fastmodifiers to that roll when parrying against a travelling projectiles like crossbow bolts or bulmuch stronger foe. There should also be penal- lets, GM discretion is advised.
ties when you try to parry a swing by a two-

skilled in. You can then use this weapon to try


This talent allows you to protect one of your to parry ranged attacks directed at you. Parryallies from, by jumping into the way of the at- ing missile attacks always costs you one combat
tack and taking the damage instead of them. action, even if you have the Dual-wield talent.
This talent is most effective when used with
the alternate armor rules. In order to do so, you Nimble fighter
make a Dodge check against the attackers at- This talent allows you to dodge without forfeittack. When successful you take the damage in- ing a combat action.
stead of your ally. Armor applies as normal.
With GMs discretion this can also be used by
your henchman, if you also have the henchman
talent. He then can use this talent to protect his
patron.

Your great skill in your weapon of choice allows


you to parry even missile attacks. You have to
pick one weapon of choice which you must be

Aymeric Goutain (Order #9875379)

Aymeric Goutain (Order #9875379)

contains alternate armor rules, new talents and rules for dodging
and parrying attacks which help you to make combats in WR&M even more exciting
without adding too much complexity. These rules

is a simple, lightweight roleplaying game that allows a group of players and


a game master to experience epic adventures in a fantasy world filled with wondrous
magic. This book contains the complete game rules, including character creation, combat, magic, equipment and monsters, as well as a complete fantasy setting, the Fallen
Imperium of Vaneria.

WYRM

Roleplaying System

STARGAZER
GAMES
in phi
lanthropy we trust

www.thefreerpgblog.com

Aymeric Goutain (Order #9875379)

www.stargazergames.eu

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